Armor/Weapons ~ Light Armor Proficiency, Simple Weapons,
Can cast in light armor without ASF
Spell Casting ~ Spontaneous, arcane, charisma based caster
Fused Eidolon ~ Essentially overlaid battle skin ~ A synthesist summons the
essence of a powerful outsider to meld with her own being.
The eidolon appears around the synthesist so that the
synthesist seems to be inside a [barely] translucent image
of her eidolon.
The synthesist directs all of the eidolon’s actions while
fused, perceives through its senses, and speaks through its
voice, as the two are now one creature. While fused, the
synthesist uses the eidolon’s physical ability scores
(Strength, Dexterity, and Constitution), but retains her own
mental ability scores. The synthesist gains the eidolon’s
hit points as temporary hit points. When these hit points
reach 0, the eidolon is sent back to its home plane.
The synthesist uses the eidolon’s BAB, and gains the
eidolon’s armor and natural armor bonuses and modifiers to
ability scores. The synthesist also gains access to the
eidolon’s special abilities and the eidolon’s evolutions.
The synthesist is still limited to the eidolon’s maximum
number of natural attacks. The eidolon has no skills or
feats of its own.
While fused, the synthesist counts as both her original type
and as an outsider for any effect related to type, whichever
is worse for the synthesist. Spells such as banishment or
dismissal work normally on the eidolon, but the synthesist
is unaffected. Neither the synthesist nor her eidolon can
be targeted separately, as they are fused into one creature.
The synthesist and eidolon cannot take separate actions.
While fused with her eidolon, the synthesist can use all of
her own abilities and gear. In all other cases, this ability
functions as the summoner’s normal eidolon ability
(for example, the synthesist cannot use her summon monster
ability while the eidolon is present). This ability replaces
(*but still acts "as" such for feat qualification
[interpretation and judge vote])the class’s eidolon ability,
bond senses, and life bond.
Fused Link ~ If the eidolon takes enough damage that brings it to zero,
which would return it to it's plane, the summoner can, as a
free action, sacrifice hit points to prevent an equal amount
of damage to the eidolon.
Eidolon Healing ~ The temporary HP of the eidolon can only be healed with
spells that specifically heal eidolons such as Rejuvenate
Eidolon. (FAQ clarification)
Worn Armor ~ Worn armor does not function while fused, but does not need
to be removed before fusion. (FAQ clarification)
Skilled Evo ~ The Skilled evolution does affect the synthesist, giving him
the bonus. The Ability Increase evolution does not affect
the synthesist's mental stats, it affects the eidolon's
suppressed mental stats. (FAQ clarification)
Sufficient ~ The eidolon must have sufficient limbs to accomplish tasks.
Limbs "Remember also that the summoner is wearing the eidolon like
a biological, all-encompassing "suit," and the eidolon's
shape limits what the summoner can do. If the eidolon
doesn't have arms, the summoner can't use his own arms to
manipulate objects, make attacks, cast somatic spells, or
anything else requiring arms--while fused, the summoner's
limbs are trapped within the armless eidolon-suit, and he
isn't able to use them to manipulate things. The summoner
isn't able to extend his own body parts outside of the
eidolon-suit; if he wants to be able to manipulate things
with arms, the eidolon needs arms (though tentacles are
sufficient for simple tasks)." (FAQ clarification)
Share Spells ~ The summoner may cast a spell with a target of “you” on her
eidolon (as a spell with a range of touch) instead of on
herself. A summoner may cast spells on her eidolon even if
the spells normally do not affect creatures of the eidolon’s
type (outsider). Spells cast in this way must come from the
summoner spell list.
Darkvision ~ The eidolon has darkvision out to a range of 60 feet. (Only
available in Fusion form.)
Natural Attacks ~ Up to four natural attacks at fourth level.
Link ~ A summoner and his eidolon share a mental link allows for
communication ... This communication is a free action,
allowing the summoner to give orders to her eidolon at any
time. ... The eidolon must possess the appropriate
appendages to utilize a magic item.
Evasion ~ The fused form gains evasion at 2nd level. If she makes a
successful Reflex saving throw against an attack that
normally deals half damage on a successful save, she
instead takes no damage.
Shielded Meld ~ At 4th level, whenever the synthesist is fused with her
eidolon, he gains a +2 shield bonus to her Armor Class and
a +2 circumstance bonus on his saving throws. This ability
replaces shield ally.
Maker’s Jump ~ At 6th level, whenever the synthesist is fused with his
eidolon, the synthesist can cast dimension door as a
spell-like ability using his caster level. This ability
only affects the fused synthesist and eidolon. The
synthesist can use this ability once per day at 6th level,
plus one additional time per day for every six levels
beyond 6th. This ability replaces maker’s call and
transposition.
Devotion ~ An eidolon gains a +4 morale bonus on Will saves against
enchantment spells and effects.
Summon ~ Cast Summon Monster V 7 times per day as a standard action
Monster V SLA for a 9 minute duration.(actual level, not caster level)
(Only available in Mermaid form.)
Multiattack ~ The creature’s secondary attacks with natural weapons take
only a –2 penalty instead of -5.
Aspect ~ At 10th level, a summoner can divert up to 2 points from
her eidolon’s evolution pool to add evolutions to herself.
She cannot select any evolution that the eidolon could not
possess, and he must be able to meet the requirements as well.

Cleric of Tanager

Weapons/Armor ~ Clerics are proficient with all simple weapons, light armor,
medium armor, and shields (except tower shields). Clerics
are also proficient with the favored weapon of their deity.
Tanager: Shortspear
Aura ~ Chaos (Faint) A cleric has a particularly powerful aura
corresponding to the deity’s alignment.
Spells ~ Divine, prepared, wisdom based casting.
Channel Energy ~ Channel Positive Energy, 3d6 7/day, 30 ft burst,
Undead get Will save of DC 14 for 1/2 damage
Phylactery of Positive Channeling boosts from 1d6 to 3d6.
Two Domains ~ Travel domain and Freedom subdomain
Travel Domain ~ Increase your base speed by 10 feet.
Domain spell ~~ Longstrider (1st)
Agile Feet ~~ As a free action, you can gain increased mobility for
one round. For the next round, you ignore all difficult
terrain and do not take any penalties for moving through
it. You can use this ability a number of times per day
equal to 3 + your Wisdom modifier. (5 times/day)
Freedom Domain ~ Replacing the Liberation power of the Liberation domain.
Domain spell ~~ Sanctuary (1st)
Liberty’s ~~ You touch a willing creature as a standard action,
Blessing granting it a boon. A creature with this boon can,
as a swift action, make a saving throw against a single
spell or effect it is suffering from that grants a save.
The DC of the saving throw is equal to the original DC
of the spell or effect. If the saving throw is
successful, the effect ends. This boon lasts for
1 minute or until successfully used to remove a spell
or effect, whichever duration is shorter.(5 times/day)
Orisons ~ 3/day 0 level spells, not expended when cast
Spontaneous ~ A good cleric (or a neutral cleric of a good deity) can
Casting channel stored spell energy into healing spells that she
did not prepare ahead of time. The cleric can “lose” any
prepared spell that is not an orison or domain spell in
order to cast any cure spell of the same spell level or
lower (a cure spell is any spell with “cure” in its name).
Spell ~ Cannot cast lawful spells due to Tanager's alignment.
Restrictions

Bully (Social): +1 Trait bonus to Intimidate and it is a class skill.
Magical Knack (Magic): Pick an arcane class. You gain a +2 Trait bonus to
(Summoner) caster level for spells cast from that class as long
as that total does not exceed your character level.

*Leather tailfin boot ~ A flexible leather wrap that laces up to
cover her tailfin and protect it from dirt and rocks while walking
with the crutches on land. Because of it's restrictive nature,
-10' to swim speed while wearing the boot in water. 5 rounds to
don or remove.

**Forearm Crutches ~ Wooden crutches made from darkwood. Full circle,
solid cuff around the forearm with leather wraps on the hand grips to
maximize stability and control when swinging them as an improvised weapon.
The top contains a hidden hollow which can hold one potion in each.
It requires twisting counter clockwise a quarter turn, pull out slightly,
then back clockwise a quarter turn to realease the top to expose the hollow.
Current contents, 1 potion of Cure Light Wounds and 1 potion of Lesser
Eidolon Rejuvenation in the other crutch. The feet of the crutches are
also bound in leather to soften the clunk on wooden or stone floors.

Evasion: Successful Reflex save for 1/2 becomes no damage.Arcane Strike as a swift action to add +3 damage to each attack.

SKILLS

Class Skills (none) Uses summoner's

PHYSICAL DESCRIPTION

A shimmering blue, barely translucent, lizardfolk-like body with fine, crystalline looking scales forms around Arianna. The tail being larger and thicker than normal to accommodate her own. The head appears more as a crystalline helm hiding her own head, but with the flexibility of soft leather. This eidolon gives her legs, physical might, and sharp claws, while Arianna's soul normally drives the melded battle beast. On rare occasions, the soul of the eidolon will voice its opinion, usually in a gruff and bitter manor.

After only her first paid adventure, Arianna had made enough money to buy
herself a home above the waterline. This home is a four story townhouse
in the merchant district, not far down the bay from the DWI. Two stories
are dry, while the other two are under water. The former owner was a
merfolk merchant that had the home custom built for his lifestyle. But,
his wanderlust got the better of him, and he moved north.
Top floor, three bedrooms and an office. Gnomish stained glass windows
and fine stone sleeping tubs.
Second floor: a small store front room with a window to the street, an
public office, kitchen, pantry closet and dining room.
Third floor: reinforced stained glass bay window to take in the sunset
light. Fine grate current windows with heavy bronze seal-able doors
can either let in the gentle tide or be securely sealed against a storm
surge.
Bottom floor: No windows, reinforced walls and door, dark sleeping chambers
for a wet nights sleep in still waters.
Secret passage from top of pantry closet to roof bypassing the top floor.
Ladder trapped with three axes designed to cut intruders or ropes.
Every door and window in the home as a different key.
The north and south walls are shared with gnomish merchant's homes on either
side. Apparently bay side real estate is crammed tightly together.

Arianna is the youngest of the family. Her three older brothers help
their father, who is a wealthy merchant, at work. She got fed up
with their chauvinistic "look pretty until you can find a husband" attitude.
So, with a little planning, Arianna set out to show up her brothers who
would not dare leave the protection of the sea. She is heading out to make
a name for herself, and to prove that she should be the heir to the family
business. After all, she is the first in the family to be blessed
with mystic powers.